refactor: improve representation of movement system

This commit is contained in:
2025-08-15 12:50:07 -05:00
parent bd811ee783
commit de86f383bf
8 changed files with 259 additions and 231 deletions

View File

@@ -3,7 +3,10 @@ use bitflags::bitflags;
use glam::Vec2;
use crate::{
entity::{direction::Direction, graph::Graph},
entity::{
direction::Direction,
graph::{Graph, TraversalFlags},
},
error::{EntityError, GameResult},
texture::{animated::AnimatedTexture, sprite::AtlasTile},
};
@@ -22,6 +25,17 @@ pub enum EntityType {
Wall,
}
impl EntityType {
/// Returns the traversal flags for this entity type.
pub fn traversal_flags(&self) -> TraversalFlags {
match self {
EntityType::Player => TraversalFlags::PACMAN,
EntityType::Ghost => TraversalFlags::GHOST,
_ => TraversalFlags::empty(), // Static entities don't traverse
}
}
}
/// A component for entities that have a sprite, with a layer for ordering.
///
/// This is intended to be modified by other entities allowing animation.
@@ -42,21 +56,36 @@ pub struct DirectionalAnimated {
/// A unique identifier for a node, represented by its index in the graph's storage.
pub type NodeId = usize;
/// Represents the current position of an entity traversing the graph.
///
/// This enum allows for precise tracking of whether an entity is exactly at a node
/// or moving along an edge between two nodes.
/// Progress along an edge between two nodes.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct EdgeProgress {
pub target_node: NodeId,
/// Progress from 0.0 (at source node) to 1.0 (at target node)
pub progress: f32,
}
/// Pure spatial position component - works for both static and dynamic entities.
#[derive(Component, Debug, Copy, Clone, PartialEq)]
pub enum Position {
/// The traverser is located exactly at a node.
AtNode(NodeId),
/// The traverser is on an edge between two nodes.
BetweenNodes {
from: NodeId,
to: NodeId,
/// The floating-point distance traversed along the edge from the `from` node.
traversed: f32,
},
pub struct Position {
/// The current/primary node this entity is at or traveling from
pub node: NodeId,
/// If Some, entity is traveling between nodes. If None, entity is stationary at node.
pub edge_progress: Option<EdgeProgress>,
}
/// Explicit movement state - only for entities that can move.
#[derive(Component, Debug, Clone, Copy, PartialEq)]
pub enum MovementState {
Stopped,
Moving { direction: Direction },
}
/// Movement capability and parameters - only for entities that can move.
#[derive(Component, Debug, Clone, Copy)]
pub struct Movable {
pub speed: f32,
pub current_direction: Direction,
pub requested_direction: Option<Direction>,
}
impl Position {
@@ -69,18 +98,26 @@ impl Position {
///
/// Returns an `EntityError` if the node or edge is not found.
pub fn get_pixel_pos(&self, graph: &Graph) -> GameResult<Vec2> {
let pos = match self {
Position::AtNode(node_id) => {
let node = graph.get_node(*node_id).ok_or(EntityError::NodeNotFound(*node_id))?;
let pos = match &self.edge_progress {
None => {
// Entity is stationary at a node
let node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
node.position
}
Position::BetweenNodes { from, to, traversed } => {
let from_node = graph.get_node(*from).ok_or(EntityError::NodeNotFound(*from))?;
let to_node = graph.get_node(*to).ok_or(EntityError::NodeNotFound(*to))?;
let edge = graph
.find_edge(*from, *to)
.ok_or(EntityError::EdgeNotFound { from: *from, to: *to })?;
from_node.position + (to_node.position - from_node.position) * (traversed / edge.distance)
Some(edge_progress) => {
// Entity is traveling between nodes
let from_node = graph.get_node(self.node).ok_or(EntityError::NodeNotFound(self.node))?;
let to_node = graph
.get_node(edge_progress.target_node)
.ok_or(EntityError::NodeNotFound(edge_progress.target_node))?;
// For zero-distance edges (tunnels), progress >= 1.0 means we're at the target
if edge_progress.progress >= 1.0 {
to_node.position
} else {
// Interpolate position based on progress
from_node.position + (to_node.position - from_node.position) * edge_progress.progress
}
}
};
@@ -93,49 +130,36 @@ impl Position {
impl Default for Position {
fn default() -> Self {
Position::AtNode(0)
Position {
node: 0,
edge_progress: None,
}
}
}
#[allow(dead_code)]
impl Position {
/// Returns `true` if the position is exactly at a node.
/// Returns `true` if the position is exactly at a node (not traveling).
pub fn is_at_node(&self) -> bool {
matches!(self, Position::AtNode(_))
self.edge_progress.is_none()
}
/// Returns the `NodeId` of the current or most recently departed node.
#[allow(clippy::wrong_self_convention)]
pub fn from_node_id(&self) -> NodeId {
match self {
Position::AtNode(id) => *id,
Position::BetweenNodes { from, .. } => *from,
}
/// Returns the `NodeId` of the current node (source of travel if moving).
pub fn current_node(&self) -> NodeId {
self.node
}
/// Returns the `NodeId` of the destination node, if currently on an edge.
#[allow(clippy::wrong_self_convention)]
pub fn to_node_id(&self) -> Option<NodeId> {
match self {
Position::AtNode(_) => None,
Position::BetweenNodes { to, .. } => Some(*to),
}
/// Returns the `NodeId` of the destination node, if currently traveling.
pub fn target_node(&self) -> Option<NodeId> {
self.edge_progress.as_ref().map(|ep| ep.target_node)
}
/// Returns `true` if the traverser is stopped at a node.
pub fn is_stopped(&self) -> bool {
matches!(self, Position::AtNode(_))
/// Returns `true` if the entity is traveling between nodes.
pub fn is_moving(&self) -> bool {
self.edge_progress.is_some()
}
}
/// A component for entities that have a velocity, with a direction and speed.
#[derive(Default, Component)]
pub struct Velocity {
pub direction: Direction,
pub next_direction: Option<(Direction, u8)>,
pub speed: f32,
}
bitflags! {
#[derive(Component, Default, Clone, Copy, Debug, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct CollisionLayer: u8 {
@@ -168,7 +192,8 @@ pub struct Score(pub u32);
pub struct PlayerBundle {
pub player: PlayerControlled,
pub position: Position,
pub velocity: Velocity,
pub movement_state: MovementState,
pub movable: Movable,
pub sprite: Renderable,
pub directional_animated: DirectionalAnimated,
pub entity_type: EntityType,

View File

@@ -8,19 +8,19 @@ use bevy_ecs::{
use crate::{
error::GameError,
events::{GameCommand, GameEvent},
systems::components::{GlobalState, PlayerControlled, Velocity},
systems::components::{GlobalState, Movable, PlayerControlled},
};
// Handles
// Handles player input and control
pub fn player_system(
mut events: EventReader<GameEvent>,
mut state: ResMut<GlobalState>,
mut players: Query<&mut Velocity, With<PlayerControlled>>,
mut players: Query<&mut Movable, With<PlayerControlled>>,
mut errors: EventWriter<GameError>,
) {
// Get the player's velocity (handling to ensure there is only one player)
let mut velocity = match players.single_mut() {
Ok(velocity) => velocity,
// Get the player's movable component (ensuring there is only one player)
let mut movable = match players.single_mut() {
Ok(movable) => movable,
Err(e) => {
errors.write(GameError::InvalidState(format!("No/multiple entities queried for player system: {}", e)).into());
return;
@@ -32,7 +32,7 @@ pub fn player_system(
match event {
GameEvent::Command(command) => match command {
GameCommand::MovePlayer(direction) => {
velocity.next_direction = Some((*direction, 90));
movable.requested_direction = Some(*direction);
}
GameCommand::Exit => {
state.exit = true;

View File

@@ -1,131 +1,160 @@
use crate::entity::graph::{Edge, EdgePermissions};
use crate::entity::graph::Edge;
use crate::error::{EntityError, GameError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, EntityType, Position, Velocity};
use crate::systems::components::{DeltaTime, EdgeProgress, EntityType, Movable, MovementState, Position};
use bevy_ecs::event::EventWriter;
use bevy_ecs::system::{Query, Res};
fn can_traverse(entity_type: EntityType, edge: Edge) -> bool {
match entity_type {
EntityType::Player => matches!(edge.permissions, EdgePermissions::All),
EntityType::Ghost => matches!(edge.permissions, EdgePermissions::All | EdgePermissions::GhostsOnly),
_ => matches!(edge.permissions, EdgePermissions::All),
}
let entity_flags = entity_type.traversal_flags();
edge.traversal_flags.contains(entity_flags)
}
pub fn movement_system(
map: Res<Map>,
delta_time: Res<DeltaTime>,
mut entities: Query<(&mut Velocity, &mut Position, &EntityType)>,
mut entities: Query<(&mut MovementState, &mut Movable, &mut Position, &EntityType)>,
mut errors: EventWriter<GameError>,
) {
for (mut velocity, mut position, entity_type) in entities.iter_mut() {
let distance = velocity.speed * 60.0 * delta_time.0;
for (mut movement_state, mut movable, mut position, entity_type) in entities.iter_mut() {
let distance = movable.speed * 60.0 * delta_time.0;
// Decrement the remaining frames for the next direction
if let Some((direction, remaining)) = velocity.next_direction {
if remaining > 0 {
velocity.next_direction = Some((direction, remaining - 1));
} else {
velocity.next_direction = None;
}
}
match *position {
Position::AtNode(node_id) => {
// We're not moving, but a buffered direction is available.
if let Some((next_direction, _)) = velocity.next_direction {
if let Some(edge) = map.graph.find_edge_in_direction(node_id, next_direction) {
match *movement_state {
MovementState::Stopped => {
// Check if we have a requested direction to start moving
if let Some(requested_direction) = movable.requested_direction {
if let Some(edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
if can_traverse(*entity_type, edge) {
// Start moving in that direction
*position = Position::BetweenNodes {
from: node_id,
to: edge.target,
traversed: distance,
// Start moving in the requested direction
let progress = if edge.distance > 0.0 {
distance / edge.distance
} else {
// Zero-distance edge (tunnels) - immediately teleport
tracing::debug!("Entity entering tunnel from node {} to node {}", position.node, edge.target);
1.0
};
position.edge_progress = Some(EdgeProgress {
target_node: edge.target,
progress,
});
movable.current_direction = requested_direction;
movable.requested_direction = None;
*movement_state = MovementState::Moving {
direction: requested_direction,
};
velocity.direction = next_direction;
velocity.next_direction = None;
}
} else {
errors.write(
EntityError::InvalidMovement(format!(
"No edge found in direction {:?} from node {}",
next_direction, node_id
requested_direction, position.node
))
.into(),
);
}
}
}
Position::BetweenNodes { from, to, traversed } => {
// There is no point in any of the next logic if we don't travel at all
if distance <= 0.0 {
return;
}
MovementState::Moving { direction } => {
// Continue moving or handle node transitions
let current_node = position.node;
if let Some(edge_progress) = &mut position.edge_progress {
// Extract target node before mutable operations
let target_node = edge_progress.target_node;
let edge = map
.graph
.find_edge(from, to)
.ok_or_else(|| {
// Get the current edge for distance calculation
let edge = map.graph.find_edge(current_node, target_node);
if let Some(edge) = edge {
// Update progress along the edge
if edge.distance > 0.0 {
edge_progress.progress += distance / edge.distance;
} else {
// Zero-distance edge (tunnels) - immediately complete
edge_progress.progress = 1.0;
}
if edge_progress.progress >= 1.0 {
// Reached the target node
let overflow = if edge.distance > 0.0 {
(edge_progress.progress - 1.0) * edge.distance
} else {
// Zero-distance edge - use remaining distance for overflow
distance
};
position.node = target_node;
position.edge_progress = None;
let mut continued_moving = false;
// Try to use requested direction first
if let Some(requested_direction) = movable.requested_direction {
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, requested_direction) {
if can_traverse(*entity_type, next_edge) {
let next_progress = if next_edge.distance > 0.0 {
overflow / next_edge.distance
} else {
// Zero-distance edge - immediately complete
1.0
};
position.edge_progress = Some(EdgeProgress {
target_node: next_edge.target,
progress: next_progress,
});
movable.current_direction = requested_direction;
movable.requested_direction = None;
*movement_state = MovementState::Moving {
direction: requested_direction,
};
continued_moving = true;
}
}
}
// If no requested direction or it failed, try to continue in current direction
if !continued_moving {
if let Some(next_edge) = map.graph.find_edge_in_direction(position.node, direction) {
if can_traverse(*entity_type, next_edge) {
let next_progress = if next_edge.distance > 0.0 {
overflow / next_edge.distance
} else {
// Zero-distance edge - immediately complete
1.0
};
position.edge_progress = Some(EdgeProgress {
target_node: next_edge.target,
progress: next_progress,
});
// Keep current direction and movement state
continued_moving = true;
}
}
}
// If we couldn't continue moving, stop
if !continued_moving {
*movement_state = MovementState::Stopped;
movable.requested_direction = None;
}
}
} else {
// Edge not found - this is an inconsistent state
errors.write(
EntityError::InvalidMovement(format!(
"Inconsistent state: Traverser is on a non-existent edge from {} to {}.",
from, to
"Inconsistent state: Moving on non-existent edge from {} to {}",
current_node, target_node
))
.into(),
);
return;
})
.unwrap();
let new_traversed = traversed + distance;
if new_traversed < edge.distance {
// Still on the same edge, just update the distance.
*position = Position::BetweenNodes {
from,
to,
traversed: new_traversed,
};
*movement_state = MovementState::Stopped;
position.edge_progress = None;
}
} else {
let overflow = new_traversed - edge.distance;
let mut moved = false;
// If we buffered a direction, try to find an edge in that direction
if let Some((next_dir, _)) = velocity.next_direction {
if let Some(edge) = map.graph.find_edge_in_direction(to, next_dir) {
if can_traverse(*entity_type, edge) {
*position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
velocity.direction = next_dir; // Remember our new direction
velocity.next_direction = None; // Consume the buffered direction
moved = true;
}
}
}
// If we didn't move, try to continue in the current direction
if !moved {
if let Some(edge) = map.graph.find_edge_in_direction(to, velocity.direction) {
if can_traverse(*entity_type, edge) {
*position = Position::BetweenNodes {
from: to,
to: edge.target,
traversed: overflow,
};
} else {
*position = Position::AtNode(to);
velocity.next_direction = None;
}
} else {
*position = Position::AtNode(to);
velocity.next_direction = None;
}
}
// Movement state says moving but no edge progress - this shouldn't happen
errors.write(EntityError::InvalidMovement("Entity in Moving state but no edge progress".to_string()).into());
*movement_state = MovementState::Stopped;
}
}
}

View File

@@ -1,6 +1,6 @@
use crate::error::{GameError, TextureError};
use crate::map::builder::Map;
use crate::systems::components::{DeltaTime, DirectionalAnimated, Position, Renderable, Velocity};
use crate::systems::components::{DeltaTime, DirectionalAnimated, Movable, MovementState, Position, Renderable};
use crate::texture::sprite::SpriteAtlas;
use bevy_ecs::entity::Entity;
use bevy_ecs::event::EventWriter;
@@ -13,15 +13,17 @@ use sdl2::video::Window;
/// This runs before the render system so it can update the sprite based on the current direction of travel, as well as whether the entity is moving.
pub fn directional_render_system(
dt: Res<DeltaTime>,
mut renderables: Query<(&Velocity, &mut DirectionalAnimated, &mut Renderable, &Position)>,
mut renderables: Query<(&MovementState, &Movable, &mut DirectionalAnimated, &mut Renderable)>,
mut errors: EventWriter<GameError>,
) {
for (velocity, mut texture, mut renderable, position) in renderables.iter_mut() {
let stopped = matches!(position, Position::AtNode(_));
for (movement_state, movable, mut texture, mut renderable) in renderables.iter_mut() {
let stopped = matches!(movement_state, MovementState::Stopped);
let current_direction = movable.current_direction;
let texture = if stopped {
texture.stopped_textures[velocity.direction.as_usize()].as_mut()
texture.stopped_textures[current_direction.as_usize()].as_mut()
} else {
texture.textures[velocity.direction.as_usize()].as_mut()
texture.textures[current_direction.as_usize()].as_mut()
};
if let Some(texture) = texture {